Mega Knockdown/Shotokan Artist Paul: Difference between revisions
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|description=Fireball. Can hit any square on the ground. Does a large amount of chip damage on block, knocks down on hit. Dominates the far range in most matchups. The opponent might be encouraged to jump over this, so you may want to mix in some anti-airs instead of throwing these too predictably. Fortunately Paulcano and your A and B normals can stop most jump approaches cold. | |description=Fireball. Can hit any square on the ground. Does a large amount of chip damage on block, knocks down on hit. Dominates the far range in most matchups. The opponent might be encouraged to jump over this, so you may want to mix in some anti-airs instead of throwing these too predictably. Fortunately Paulcano and your A and B normals can stop most jump approaches cold. | ||
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Revision as of 05:58, 23 May 2023
Shotokan Artist Paul | |
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Playstyle: | All-rounder, Zoning |
HP: | 1500 |
Introduction
Shotokan Artist Paul fulfills the traditional fighting game role of "shoto," controlling space with a projectile and an invincible anti-air dragon punch.
Gameplan
Paul is comfortable at just about any range. You can poke with fireballs and mid- to long-range or go for a predictive anti-air instead. Up close, a well timed Paulcano can give you the upper hand, but beware: it is an extremely unsafe move. If they bait your DPs too hard, just throw them.
"Why don't you step into the PAUL ZONE and say that to my face, tough guy?!" | |
Lore: | Paul may not have been training as hard as the other competitors, but he has natural talent, a hot streak and a yellow belt in Shotokan karate. He may seem relaxed, but if you get in his way, be careful, or you may find yourself on the receiving end of one-way ticket... to the Paul Zone. |
Pros and Cons
Strengths | Weaknesses |
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Normal Moves
A
[4A/6A] |
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B
[4B/5B/6B] |
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C
[4C/5C] |
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j.A
[8A] |
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j.B
[8B] |
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j.C
[8C] |
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Universal Mechanics
Throw
[Any+T] |
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Block
[Any+BLK] |
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Special Moves
Paulcano
[5A] |
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Firepaul
[6C] |
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Colors